Shader "simple/LitBasic"
{
    Properties
    {
        // Specular vs Metallic workflow
        _WorkflowMode("WorkflowMode", Float) = 1.0

        [MainTexture] _BaseMap("Albedo", 2D) = "white" {}
        [MainColor] _BaseColor("Color", Color) = (1,1,1,1)

        _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5

        _Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
        _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0

        _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
        _MetallicGlossMap("Metallic", 2D) = "white" {}

        _SpecColor("Specular", Color) = (0.2, 0.2, 0.2)
        _SpecGlossMap("Specular", 2D) = "white" {}

        [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
        [ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0

        _BumpScale("Scale", Float) = 1.0
        _BumpMap("Normal Map", 2D) = "bump" {}

        _Parallax("Scale", Range(0.005, 0.08)) = 0.005
        _ParallaxMap("Height Map", 2D) = "black" {}

        _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
        _OcclusionMap("Occlusion", 2D) = "white" {}

        [HDR] _EmissionColor("Color", Color) = (0,0,0)
        _EmissionMap("Emission", 2D) = "white" {}

        _DetailMask("Detail Mask", 2D) = "white" {}
        _DetailAlbedoMapScale("Scale", Range(0.0, 2.0)) = 1.0
        _DetailAlbedoMap("Detail Albedo x2", 2D) = "linearGrey" {}
        _DetailNormalMapScale("Scale", Range(0.0, 2.0)) = 1.0
        [Normal] _DetailNormalMap("Normal Map", 2D) = "bump" {}

        // SRP batching compatibility for Clear Coat (Not used in Lit)
        [HideInInspector] _ClearCoatMask("_ClearCoatMask", Float) = 0.0
        [HideInInspector] _ClearCoatSmoothness("_ClearCoatSmoothness", Float) = 0.0

        // Blending state
        _Surface("__surface", Float) = 0.0
        _Blend("__blend", Float) = 0.0
        _Cull("__cull", Float) = 2.0
        [ToggleUI] _AlphaClip("__clip", Float) = 0.0
        [HideInInspector] _SrcBlend("__src", Float) = 1.0
        [HideInInspector] _DstBlend("__dst", Float) = 0.0
        [HideInInspector] _SrcBlendAlpha("__srcA", Float) = 1.0
        [HideInInspector] _DstBlendAlpha("__dstA", Float) = 0.0
        [HideInInspector] _ZWrite("__zw", Float) = 1.0
        [HideInInspector] _BlendModePreserveSpecular("_BlendModePreserveSpecular", Float) = 1.0
        [HideInInspector] _AlphaToMask("__alphaToMask", Float) = 0.0

        [ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0
        // Editmode props
        _QueueOffset("Queue offset", Float) = 0.0

        // ObsoleteProperties
        [HideInInspector] _MainTex("BaseMap", 2D) = "white" {}
        [HideInInspector] _Color("Base Color", Color) = (1, 1, 1, 1)
        [HideInInspector] _GlossMapScale("Smoothness", Float) = 0.0
        [HideInInspector] _Glossiness("Smoothness", Float) = 0.0
        [HideInInspector] _GlossyReflections("EnvironmentReflections", Float) = 0.0

        [HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
        [HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
        [HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
    }

    SubShader
    {
        // Universal Pipeline tag is required. If Universal render pipeline is not set in the graphics settings
        // this Subshader will fail. One can add a subshader below or fallback to Standard built-in to make this
        // material work with both Universal Render Pipeline and Builtin Unity Pipeline
        Tags
        {
            "RenderType" = "Opaque"
            "RenderPipeline" = "UniversalPipeline"
            "UniversalMaterialType" = "Lit"
            "IgnoreProjector" = "True"
        }
        LOD 300

        Pass
        {
            Name "ForwardLit"
            Tags
            {
                "LightMode" = "UniversalForward"
            }

            // -------------------------------------
            // Render State Commands
            Blend[_SrcBlend][_DstBlend], [_SrcBlendAlpha][_DstBlendAlpha]
            ZWrite[_ZWrite]
            Cull[_Cull]
            AlphaToMask[_AlphaToMask]

            HLSLPROGRAM
            #pragma target 2.0

            // -------------------------------------
            // Shader Stages
            #pragma vertex vert
            #pragma fragment frag

            // 只留最常用关键字
            #pragma shader_feature_local _NORMALMAP
            #pragma shader_feature_local_fragment _ALPHATEST_ON
            #pragma shader_feature_local_fragment _EMISSION
            #pragma multi_compile _MAIN_LIGHT_SHADOWS

            #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"


            TEXTURE2D(_ArchRT);
            SAMPLER(sampler_ArchRT);

            struct Attributes
            {
                float4 positionOS : POSITION;
                float3 normalOS : NORMAL;
                float4 tangentOS : TANGENT;
                float2 uv : TEXCOORD0;
                UNITY_VERTEX_INPUT_INSTANCE_ID
            };

            struct Varyings
            {
                float2 uv : TEXCOORD0;
                float3 normalWS : TEXCOORD1;
                float3 posWS : TEXCOORD2;
                float4 posCS : SV_POSITION;
                UNITY_VERTEX_INPUT_INSTANCE_ID
            };

            Varyings vert(Attributes v)
            {
                Varyings o;
                UNITY_SETUP_INSTANCE_ID(v);
                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);

                o.posCS = TransformObjectToHClip(v.positionOS.xyz);
                o.posWS = TransformObjectToWorld(v.positionOS.xyz);
                o.normalWS = TransformObjectToWorldNormal(v.normalOS);
                o.uv = TRANSFORM_TEX(v.uv, _BaseMap);
                return o;
            }


            half4 frag(Varyings i) : SV_Target
            {
                UNITY_SETUP_INSTANCE_ID(i);

                float3 N = normalize(i.normalWS);
                float3 L = normalize(GetMainLight().direction.xyz);
                float NL = saturate(dot(N, L)) * 0.5 + 0.5;
                // —— 接收主光源阴影 ——
                //当前模型接收阴影
                float4 SHADOW_COORDS = TransformWorldToShadowCoord(i.posWS);
                //放入光照数据
                Light lightData = GetMainLight(SHADOW_COORDS);
                //多光照阴影数据
                half shadow = lightData.shadowAttenuation;
                half shadowStrength = 0.7; // 外部可调
                half shadowLerp = lerp(1, shadow, shadowStrength);
                // return shadow.xxxx;
                half4 col = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, i.uv) * _BaseColor * NL * shadowLerp;

                return col;
            }
            ENDHLSL



        }

        Pass
        {
            Name "ShadowCaster"
            Tags
            {
                "LightMode" = "ShadowCaster"
            }

            // -------------------------------------
            // Render State Commands
            ZWrite On
            ZTest LEqual
            ColorMask 0
            Cull[_Cull]

            HLSLPROGRAM
            #pragma target 2.0

            // -------------------------------------
            // Shader Stages
            #pragma vertex ShadowPassVertex
            #pragma fragment ShadowPassFragment

            // -------------------------------------
            // Material Keywords
            #pragma shader_feature_local _ALPHATEST_ON
            #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A

            //--------------------------------------
            // GPU Instancing
            #pragma multi_compile_instancing
            #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"

            // -------------------------------------
            // Universal Pipeline keywords

            // -------------------------------------
            // Unity defined keywords
            #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE

            // This is used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias
            #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW

            // -------------------------------------
            // Includes
            #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl"
            ENDHLSL
        }



        //        Pass
        //        {
        //            Name "DepthOnly"
        //            Tags
        //            {
        //                "LightMode" = "DepthOnly"
        //            }
        //
        //            // -------------------------------------
        //            // Render State Commands
        //            ZWrite On
        //            ColorMask R
        //            Cull[_Cull]
        //
        //            HLSLPROGRAM
        //            #pragma target 2.0
        //
        //            // -------------------------------------
        //            // Shader Stages
        //            #pragma vertex DepthOnlyVertex
        //            #pragma fragment DepthOnlyFragment
        //
        //            // -------------------------------------
        //            // Material Keywords
        //            #pragma shader_feature_local _ALPHATEST_ON
        //            #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
        //
        //            // -------------------------------------
        //            // Unity defined keywords
        //            #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
        //
        //            //--------------------------------------
        //            // GPU Instancing
        //            #pragma multi_compile_instancing
        //            #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
        //
        //            // -------------------------------------
        //            // Includes
        //            #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
        //            #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl"
        //            ENDHLSL
        //        }
        //
        //        // This pass is used when drawing to a _CameraNormalsTexture texture
        //        Pass
        //        {
        //            Name "DepthNormals"
        //            Tags
        //            {
        //                "LightMode" = "DepthNormals"
        //            }
        //
        //            // -------------------------------------
        //            // Render State Commands
        //            ZWrite On
        //            Cull[_Cull]
        //
        //            HLSLPROGRAM
        //            #pragma target 2.0
        //
        //            // -------------------------------------
        //            // Shader Stages
        //            #pragma vertex DepthNormalsVertex
        //            #pragma fragment DepthNormalsFragment
        //
        //            // -------------------------------------
        //            // Material Keywords
        //            #pragma shader_feature_local _NORMALMAP
        //            #pragma shader_feature_local _PARALLAXMAP
        //            #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
        //            #pragma shader_feature_local _ALPHATEST_ON
        //            #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
        //
        //            // -------------------------------------
        //            // Unity defined keywords
        //            #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
        //
        //            // -------------------------------------
        //            // Universal Pipeline keywords
        //            #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
        //
        //            //--------------------------------------
        //            // GPU Instancing
        //            #pragma multi_compile_instancing
        //            #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
        //
        //            // -------------------------------------
        //            // Includes
        //            #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
        //            #include "Packages/com.unity.render-pipelines.universal/Shaders/LitDepthNormalsPass.hlsl"
        //            ENDHLSL
        //        }


    }

    FallBack "Hidden/Universal Render Pipeline/FallbackError"
    CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.LitShader"
}